Demo Data from EDBT 2026 / reviewers in the wild / expert
Pascal Stadlbauer
dblp:272/0718
· DBLP profile ↗
6ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0003-1199-9641ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
2 papers |
Rendering · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
GPUs and heterogeneous computing · 57% Cloud and datacenter computing · 43% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › participating media rendering
cloud rendering |
0.9 | 1 | 2025 | Sparse Cache Updates for Scalable Distributed Effect-Based Rendering · SIGGRAPH Asia 2025 |
Rendering › parallel rendering
distributed rendering |
0.9 | 1 | 2025 | Sparse Cache Updates for Scalable Distributed Effect-Based Rendering · SIGGRAPH Asia 2025 |
GPUs and heterogeneous computing › multi-GPU computing
multi-GPU rendering |
0.3 | 1 | 2025 | Sparse Cache Updates for Scalable Distributed Effect-Based Rendering · SIGGRAPH Asia 2025 |
Cloud and datacenter computing › cloud applications
cloud rendering |
0.2 | 1 | 2023 | Effect-based Multi-viewer Caching for Cloud-native Rendering · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
sparse cache update · 1.7effect-based caching · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Sparse Cache Updates for Scalable Distributed Effect-Based RenderingabstractCloud computing has seen rapid growth in recent years, accompanied by the increasing popularity of game streaming services that allow users to play high-end games on low-end devices, across platforms, and from virtually anywhere. The rise of multiplayer games, shared immersive experiences, and metaverse-style applications—such as exhibitions or social virtual spaces—presents unique opportunities for improving rendering efficiency. In particular, the presence of multiple viewers within the same virtual environment opens the door for computation reuse across rendering instances. We propose a scalable, multi-GPU cloud rendering system tailored for multi-viewer scenarios. Built on top of on-surface caches (OSC), our system extends the core idea of decoupling shading from viewpoints to enable efficient reuse of shading information across multiple users. Our system is designed to scale with an increasing number of viewers by dynamically distributing rendering workloads across multiple GPUs. We further enhance scalability and significantly reduce inter-GPU bandwidth requirements from 6 × up to 65 × —through a novel sparse cache update strategy. Instead of copying full frames between GPUs, our method selectively propagates only relevant cache updates, enabling efficient data sharing while minimizing redundant transfers. Wolfgang Tatzgern, Pascal Stadlbauer, Joerg H. Mueller, Martin Sattlecker, Markus Steinberger |
SIGGRAPH Asia | 2 |
| 2025 | Adaptive Multi-view Radiance Caching for Heterogeneous Participating MediaabstractAbstract Achieving lifelike atmospheric effects, such as fog, is essential in creating immersive environments and poses a formidable challenge in real‐time rendering. Highly realistic rendering of complex lighting interacting with dynamic fog can be very resource‐intensive, due to light bouncing through a complex participating media multiple times. We propose an approach that uses a multi‐layered spherical harmonics probe grid to share computations temporarily. In addition, this world‐space storage enables the sharing of radiance data between multiple viewers. In the context of cloud rendering this means faster rendering and a significant enhancement in overall rendering quality with efficient resource utilization. Pascal Stadlbauer, Wolfgang Tatzgern, Joerg H. Mueller, Robert Stojanovic, Alexander Weinrauch, Markus Steinberger |
Comput. Graph. Forum | 1 |
| 2023 | Effect-based Multi-viewer Caching for Cloud-native RenderingabstractWith cloud computing becoming ubiquitous, it appears as virtually everything can be offered as-a-service. However, real-time rendering in the cloud forms a notable exception, where the cloud adoption stops at running individual game instances in compute centers. In this paper, we explore whether a cloud-native rendering architecture is viable and scales to multi-client rendering scenarios. To this end, we propose world-space and on-surface caches to share rendering computations among viewers placed in the same virtual world. We discuss how caches can be utilized on an effect-basis and demonstrate that a large amount of computations can be saved as the number of viewers in a scene increases. Caches can easily be set up for various effects, including ambient occlusion, direct illumination, and diffuse global illumination. Our results underline that the image quality using cached rendering is on par with screen-space rendering and due to its simplicity and inherent coherence, cached rendering may even have advantages in single viewer setups. Analyzing the runtime and communication costs, we show that cached rendering is already viable in multi-GPU systems. Building on top of our research, cloud-native rendering may be just around the corner. Alexander Weinrauch, Wolfgang Tatzgern, Pascal Stadlbauer, Alexis Crickx, Jozef Hladky, Arno Coomans, Joerg H. Mueller, Markus Steinberger |
ACM Trans. Graph. | 3 |
| 2021 | DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle NetworksabstractAbstract The recent research explosion around implicit neural representations, such as NeRF, shows that there is immense potential for implicitly storing high‐quality scene and lighting information in compact neural networks. However, one major limitation preventing the use of NeRF in real‐time rendering applications is the prohibitive computational cost of excessive network evaluations along each view ray, requiring dozens of petaFLOPS. In this work, we bring compact neural representations closer to practical rendering of synthetic content in real‐time applications, such as games and virtual reality. We show that the number of samples required for each view ray can be significantly reduced when samples are placed around surfaces in the scene without compromising image quality. To this end, we propose a depth oracle network that predicts ray sample locations for each view ray with a single network evaluation. We show that using a classification network around logarithmically discretized and spherically warped depth values is essential to encode surface locations rather than directly estimating depth. The combination of these techniques leads to DONeRF, our compact dual network design with a depth oracle network as its first step and a locally sampled shading network for ray accumulation. With DONeRF, we reduce the inference costs by up to 48× compared to NeRF when conditioning on available ground truth depth information. Compared to concurrent acceleration methods for raymarching‐based neural representations, DONeRF does not require additional memory for explicit caching or acceleration structures, and can render interactively (20 frames per second) on a single GPU. Thomas Neff, Pascal Stadlbauer, Mathias Parger, Andreas Kurz, Joerg H. Mueller, Chakravarty R. Alla Chaitanya, Anton Kaplanyan, Markus Steinberger |
Comput. Graph. Forum | 2 |
| 2020 | Subdivision-Specialized Linear Algebra Kernels for Static and Dynamic Mesh Connectivity on the GPUabstractAbstract Subdivision surfaces have become an invaluable asset in production environments. While progress over the last years has allowed the use of graphics hardware to meet performance demands during animation and rendering, high‐performance is limited to immutable mesh connectivity scenarios. Motivated by recent progress in mesh data structures, we show how the complete Catmull‐Clark subdivision scheme can be abstracted in the language of linear algebra. While this high‐level formulation allows for a fully parallel implementation with significant performance gains, the underlying algebraic operations require further specialization for modern parallel hardware. Integrating domain knowledge about the mesh matrix data structure, we replace costly general linear algebra operations like matrix‐matrix multiplication by specialized kernels. By further considering innate properties of Catmull‐Clark subdivision, like the quad‐only structure after refinement, we achieve an additional order of magnitude in performance and significantly reduce memory footprints. Our approach can be adapted seamlessly for different use cases, such as regular subdivision of dynamic meshes, fast evaluation for immutable topology and feature‐adaptive subdivision for efficient rendering of animated models. In this way, patchwork solutions are avoided in favor of a streamlined solution with consistent performance gains throughout the production pipeline. The versatility of the sparse matrix linear algebra abstraction underlying our work is further demonstrated by extension to other schemes such as and Loop subdivision. Daniel Mlakar, Pascal Stadlbauer, Hans-Peter Seidel, Markus Steinberger, Rhaleb Zayer |
Comput. Graph. Forum | 3 |
| 2020 | Interactive Modeling of Cellular Structures on Surfaces with Application to Additive ManufacturingabstractAbstract The rich and evocative patterns of natural tessellations endow them with an unmistakable artistic appeal and structural properties which are echoed across design, production, and manufacturing. Unfortunately, interactive control of such patterns‐as modeled by Voronoi diagrams, is limited to the simple two dimensional case and does not extend well tofreeform surfaces. We present an approach for direct modeling and editing of such cellular structures on surface meshes. The overall modeling experience is driven by a set of editing primitives which are efficiently implemented on graphics hardware. We feature a novel application for 3D printing on modern support‐free additive manufacturing platforms. Our method decomposes the input surface into a cellular skeletal structure which hosts a set of overlay shells. In this way, material saving can be channeled to the shells while structural stability is channeled to the skeleton. To accommodate the available printer build volume, the cellular structure can be further split into moderately sized parts. Together with shells, they can be conveniently packed to save on production time. The assembly of the printed parts is streamlined by a part numbering scheme which respects the geometric layout of the input model. Pascal Stadlbauer, Daniel Mlakar, Hans-Peter Seidel, Markus Steinberger, Rhaleb Zayer |
Comput. Graph. Forum | 1 |